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Warrior (FFXI)  

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Job Description

Hume Warrior
Hume Warrior
Close-combat specialists capable of using a wide variety of weaponry. Have a high defensive rating stemming from the ability to wear many types of armor. Poor at magic.

Spells and Abilities

Job Abilities

Job Abilities are activated abilities unique to a specific job that enhance job performance in some way. This can include, but is not limited to, increasing armor or damage for a short time, initiating a special attack or triggering a party buff.

Name Level Duration Recast Description
Mighty Strikes 1 45 seconds 2 hours Forces all landed attacks to become critical hits.
Provoke 5 Instant 30 seconds Provokes target, increasing hate toward player.
Berserk 15 3 minutes 5 minutes Increases attack power at the cost of defensive power.
Defender 25 3 minutes 3 minutes Increases defensive power at the cost of attack power.
Warcry 35 30 seconds 5 minutes Increases all party members attack within a radius of the user.
Aggressor 45 3 minutes 5 minutes Increases accuracy at the cost of evasion.
Warrior's Charge 75 (merit) 1 minute 15 minutes Forces next attack to be a double attack.
Tomahawk 75 (merit) 30 seconds 3 minutes Induces a defense down status on the player’s target.

Job Traits

Job Traits are passive abilities that are always active for your job. Job Traits often boost stats, increase mp regeneration, or add resistances to status effects.

Name Level Description
Defense Bonus 10 Raises defense by 10.
Resist Virus I 15 Increases player resistance against plague and disease.
Double Attack 25 Gives player the chance to attack twice in one round.
Attack Bonus 30 Increases attack power by 10.
Resist Virus II 35 Further increases player resistance against plague and disease.
Resist Virus IV 55 Further increases player resistance against plague and disease.
Resist Virus IV 70 Further increases player resistance against plague and disease.
Aggressive Aim 75 (merit) Adds a ranged accuracy bonus to Aggressor.
Savagery 75 (merit) Adds a TP bonus to Warcry.

Two-Hour Abilities

Two-Hour Abilities are job-specific active abilities with a cool down timer of two hours. These are often incredibly powerful abilities, but often have adverse effects as well such as depleting an MP pool or dealing physical damage to the player.

Name Level Duration Recast Description
Mighty Strikes 1 45 seconds 2 hours Forces all landed attacks to become critical hits.

Weaponskills

Weapon skills are abilities that become available when a player has gained 100+ TP while damaging a mob with their weapon. All weapons, with the exception of Thrown and Instruments have their own set of weaponskills. Weaponskill availability is dependent on a players skill level with the weapon as well as the weapon itself.

Combat Skill Skill Rating Level 37 Level 60 Level 75
Great Axe A+ 114 203 276
Axe A- 114 203 269
Great Sword B+ 109 196 256
Scythe B+ 109 196 256
Staff B 109 196 250
Sword B 109 196 250
Club B- 109 196 240
Dagger B- 109 196 240
Polearm B- 109 196 240
Shield C+ 105 190 230
Evasion C 105 190 225
Parrying C- 105 190 220
Hand-to-Hand D 101 183 210
Archery D 101 183 210
Marksmanship D 101 183 210
Throwing D 101 183 210

Sub-job Combinations

Traditional warrior subjobs are: Monk Ninja Dragoon Samurai Thief

Other Info

This page last modified 2007-09-27 08:25:40.